Files
Bullosseum/levels/run_state.gd
T
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00

157 lines
6.0 KiB
GDScript

extends Node
## Persistent run progression across scene changes — which hub/level the player is in.
## The level scene is reloaded for every fight, so this state must outlive scene changes:
## genuinely global run state earns an autoload (`Run`).
##
## Flow: menu Play → start_new_run() → lobby hub → enter a gate → that level → win →
## return_to_lobby() (clearing a level opens its follow-on gates, e.g. clearing the arena
## unlocks the bear). Adding a level is a new LevelDef in the catalog plus a lobby gate.
signal run_started
# Every level loads the same reusable shell (player, camera, HUD, PS1 filter); the shell
# then instances the level's own `level_scene` module into its LevelRoot.
const _SHELL_SCENE := "res://levels/game_shell.tscn"
const _ARENA_LEVEL := preload("res://levels/arena_level.tscn")
const _BEAR_LEVEL := preload("res://levels/bear_level.tscn")
const _LOBBY_LEVEL := preload("res://levels/lobby_level.tscn")
## Debug override — when set, active_level() returns this regardless of run state.
## Set via the console `level` command; cleared on start_new_run().
var debug_level_override: LevelDef = null
## The lobby is the hub the run starts and returns to: a walk-around room whose gates lead
## into the fights. While set, active_level() serves the lobby; cleared once a gate is
## entered (choose_level) and set again on a win (return_to_lobby).
var enter_lobby: bool = false
## Level picked at a lobby gate and being fought now — active_level() serves it while
## enter_lobby is false. Null in the lobby itself.
var lobby_choice: LevelDef = null
## Ids of levels the player has cleared this run (StringName -> true). Drives which lobby
## gates are open: the bear gate stays shut until the arena is beaten.
var cleared: Dictionary = {}
## Run-long bonus health (yellow pips) earned from lobby rewards. Persists across level
## loads — the player reads it on spawn — and is capped so it can't stack past BONUS_HP_CAP.
var bonus_hp: int = 0
const BONUS_HP_CAP: int = 2
## True once start_new_run() has built a run. Lets ensure_run() avoid wiping an active run
## when the shell reloads for each fight.
var _run_active: bool = false
# Level catalog. Every level shares the shell scene; what changes is the level module
# (its geometry + spawners) and the opponent. The arena (matador wave, normal + boss
# flavours) and the bear (a lone boss enemy) live here. Future levels — china shop — slot
# in the same way: a new module + a LevelDef entry.
const _BEAR_SCENE := preload("res://actors/bear/bear.tscn")
var _arena: LevelDef
var _arena_boss: LevelDef
var _bear: LevelDef
var _lobby: LevelDef
func _ready() -> void:
_arena = _make_level(&"arena", "The Arena", _ARENA_LEVEL)
_arena_boss = _make_level(&"arena_boss", "Grand Arena", _ARENA_LEVEL)
_bear = _make_level(&"bear", "Bear's Den", _BEAR_LEVEL)
_bear.enemy_scene = _BEAR_SCENE
# The lobby is a fightless hub — no enemy_scene, so no wave spawns and no win/lose.
_lobby = _make_level(&"lobby", "Lobby", _LOBBY_LEVEL)
# It's a roomy hub with nothing to fight — pull the camera back so more of it reads.
_lobby.camera_zoom = 1.6
func _make_level(id: StringName, level_name: String, level_scene: PackedScene) -> LevelDef:
var l := LevelDef.new()
l.id = id
l.display_name = level_name
l.scene_path = _SHELL_SCENE
l.level_scene = level_scene
return l
## The level being served right now: debug override wins, then the lobby hub or the level
## picked at a gate, falling back to the plain arena for a direct scene launch.
func active_level() -> LevelDef:
if debug_level_override != null:
return debug_level_override
if enter_lobby:
return _lobby
if lobby_choice != null:
return lobby_choice
return _arena
## Return a level by id, or null if unknown. Used by the debug console `level` command.
func get_level(id: StringName) -> LevelDef:
match id:
&"arena": return _arena
&"arena_boss": return _arena_boss
&"bear": return _bear
&"lobby": return _lobby
return null
## All known level ids — shown by `level` in the console.
func level_ids() -> Array[StringName]:
return [&"arena", &"arena_boss", &"bear", &"lobby"]
## Begin a fresh run: reset progression and open in the lobby hub. Called from the main-menu
## Play button, not from a level scene (which reloads for every fight).
func start_new_run() -> void:
debug_level_override = null
# The run opens in the lobby hub; its gates lead into the fights.
enter_lobby = true
lobby_choice = null
cleared = {}
bonus_hp = 0
_run_active = true
run_started.emit()
## Build a run if none is active — a safety net for entering a level directly (e.g. running
## game_shell.tscn straight from the editor) without coming through the menu. Guarded so the
## shell reloading for each fight doesn't wipe the run in progress.
func ensure_run() -> void:
if not _run_active:
start_new_run()
## Send the player to the lobby hub instead of a fight — active_level() serves the lobby
## until a gate is entered.
func go_to_lobby() -> void:
enter_lobby = true
lobby_choice = null
## Enter the fight behind a lobby gate: active_level() serves it until the player wins and
## returns to the lobby. Ignored for an unknown id.
func choose_level(id: StringName) -> void:
var l := get_level(id)
if l == null:
return
enter_lobby = false
lobby_choice = l
## Land back in the lobby after a win, banking the cleared level so its follow-on gates
## open (clearing the arena unlocks the bear gate).
func return_to_lobby() -> void:
if lobby_choice != null:
cleared[lobby_choice.id] = true
go_to_lobby()
## Whether the bear gate should be open — the arena must be cleared first.
func bear_gate_open() -> bool:
return cleared.has(&"arena")
## Bank bonus health for the rest of the run, clamped to BONUS_HP_CAP. Returns how many
## pips were actually added (0 once the cap is reached) so the HUD only heals the bull when
## there's headroom — a repeat barrel clear still cheers but grants nothing.
func add_bonus_hp(amount: int) -> int:
var before := bonus_hp
bonus_hp = clampi(bonus_hp + amount, 0, BONUS_HP_CAP)
return bonus_hp - before